batteran -> RE: Retreat and rally point (3/25/2015 11:13:23 PM)
|
I got your point. OK, let's brainstorm about that AI: - Today, the AI do well in attack, less well in defense. - These sort of "conditions" or withdrawal orders must give an interressing option to the player AND increase the hability of the AI to do well in defensive positions. quote:
ORIGINAL: Capn Darwin We are already looking at adding a Withdrawal order to the mix which is basically sit here until "X" then move back to here type of order for defending actions. Basically, adding a "delay/condition" to the Withdrawal orders the IA actually make when in defensive positions can lead in some improved AI: -> Imagine the IA take a good victory/defensive location (it do that well today) -> The IA on theyr next order phase set a whidrawal order (move hasty, screen for exemple, but variants are possible) to another position (closer to HQ, or map border side?), and delayed to a condition like previously stated. Typically conditions are: on first fires, on casualties taken, if players units came closer than X hexes, if more than XX ennemies are on sight... (the same options the player will have): the condition choices for the AI depends on the type and strenght of units, their readyness and morale, the number of VP, ect. -> When you -the player- assault that position you trigger that condition at some point, and the IA have a chance to disengage immediately (it's a "in the pipe" order: no delay) before you can wipe them and then regroup to the whitdrawal position. That sound like an good improvement. I think I can love that ^^ quote:
ORIGINAL: Capn Darwin Tazak, not sure about a group formation move just yet, but we will work to make thing as smooth as we can. At a minimum you will set each unit like you do now. [8D] I'm sure you will find the right solution ^^ I'm very glad we can talk about that sort of features with the dev team, by the way.
|
|
|
|